Fallout 2 mod Mutants Rising...

Discussion in 'Fallout General Modding' started by .Pixote., Mar 21, 2021.

  1. Femic

    Femic First time out of the vault

    69
    Nov 22, 2015
  2. The_Proletarian

    The_Proletarian Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Is this set in the year 2261 or a few years later?
     
  3. Ugly Kid

    Ugly Kid Still Mildly Glowing

    259
    May 9, 2018
    This was in response to me asking about the website's percentages in a different thread. Any update on these?
     
  4. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    The website hasn't been updated in 10 years :(
     
  5. Ugly Kid

    Ugly Kid Still Mildly Glowing

    259
    May 9, 2018
    Jeepers! Any idea what the percentages would be if it was updated?
     
  6. TorontoReign

    TorontoReign ⛧卐⛧ [REDACTED]

    Apr 1, 2005
    It will never be completed at this rate due to lack of scripters iirc.
     
  7. beans00

    beans00 It Wandered In From the Wastes

    184
    Nov 19, 2009
    they need to hurry up we need this mod
     
  8. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    Everything should be at 100% except for scripting - which would be at 75% (just guessing the scripting percentage), but it's probably pretty close.
     
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  9. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    % estimations aren't a good way to figure out how much is left to do. Besides, usually it goes like this: If you are 90% done, you are actually just 50% one.
     
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  10. Chris Parks

    Chris Parks Vault Senior Citizen

    Jun 10, 2006
    Progress ground to a halt once I'd gone. Shame to see it all go to the wasteland.
     
  11. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    What are you talking about. :D There was lots of work being done in the past years. I just did a quick check on the forum, and the last time you were somewhat active was something around 2016. There was A LOT progress since, hardly what I would call "progress ground to a halt."
     
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  12. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    You could always help finish the scripting Chris, it would be greatly appreciated! We already have Tygernoot chipping away at the scripts, but having another Fallout scriptor assisting would speed up the process.
     
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  13. beans00

    beans00 It Wandered In From the Wastes

    184
    Nov 19, 2009

    What exactly does finishing 'scripting' for your mod(or any mod) entail? I've never modded...anything before so I'm genuinely curious.
     
  14. Chris Parks

    Chris Parks Vault Senior Citizen

    Jun 10, 2006
    Scripting is the stuff that makes the game tick. When you click to talk to a npc, the engine calls ghe script attached to that character and you have to code in the reactions, the dialogue tree, how each line of dialogue links to another. Etc....

    Maps have scripts as well which can control light levels where the player enters the map etc.

    Quests are handelled with script variables which can be assigned numbers and altered when you meet certain riteria. Again, this all needs to be coded in.

    Its not that hard if you have the aptitude. Even if rhe fallout language is a bit of a modge!

    Basically, without scripting the game does practically nothing.
     
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  15. Golbolco

    Golbolco It Wandered In From the Wastes

    169
    Jul 12, 2015
    This all sounds decently simple to pick up. Is Fallout 2's language based on something common that one could go look for easy courses on, like C++ or something related?
     
  16. Chris Parks

    Chris Parks Vault Senior Citizen

    Jun 10, 2006
    I had no coding knowledge prior to fallout scripting. I only learnt as I wanted to make some small mods. If you've played fallout and know what all the characters do etc... then looking up their script and seeing how it works under the hood as it were makes it quick to pickup. There's enough tutorials out there these days to show how to compile scripts and get them working in the game.
     
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  17. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    So Chris are you interested in helping finish what you started all the way back, a lot of people want to play the game and the more scripters the merrier. You've already put a lot of time into it over the years, your ideas are still embedded in the game and it would be great to see them played out.
     
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  18. Chris Parks

    Chris Parks Vault Senior Citizen

    Jun 10, 2006
    You know, after taking time away to help my mum with her cancer battle and deal with some issues of my own, I fully expected to return and push this over thr edge. I did not expect to ve told it was no longer my project and I couldn't take back the helm. Been told I could stay as a tester, well it hurt. The team made their choice.

    Besides, all my fallout tools were removed long ago and quantum chemistry keeps my more than busy.
     
  19. QuantumApprentice

    QuantumApprentice Look, Ma! Two Heads!

    381
    Feb 9, 2018
    It _REALLY_ helps to know the basics of how C/C++ works (C in particular, since there are no classes in Fallout's StarTrek Scripting language).
    Specifically, SSL (StarTrek Scripting Language) is an amalgamation of C and Pascal, though it doesn't have some of the nicer functionality that C offers (pointers in specific).

    What Fallout tools have been lost to time? Seems like so many useful tools have disappeared over the years.
     
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  20. Chris Parks

    Chris Parks Vault Senior Citizen

    Jun 10, 2006
    I concur, if you know C/C++ then you'll manage with fallout.

    I lost all my tools when i had to reinstall my OS. Got a lovely little popup oncfe completed with a list of all "non microsoft programs that windows wiped during installation" After that I lost the will to start again.
     
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